Display of snow on the ground corrected in the minimap.
Switch in the wizard's cellar of the huge grotto can only be activated once!
A trap that manipulates doors can now only open them (at one point in the caves the old behaviour could lead to not being able to enter certain areas).
Removed a bug in the textures from the butterfly.
Fixed a bug where submerging lights in water could cause the game to crash if you were standing right next to them (a bug caused by the implementation of the new lighting system).
Full patch notes V1.5
When casting the spell "Quarter" and "Enchant Animals", the animal is now also stopped in motion when it is in "Follow Player" mode. This makes it easier to "hit" the animal with the spell.
During a hailstorm, snow no longer remains on lava or on deep waters.
To reduce the loading time of the new normal textures, they are now loaded in several threads.
There are three more types of path tiles to buy from Mona and Marco
The recipe lists in the build/magic and cook menu can now be scrolled using the arrows or the mouse wheel. This is a preparation for the big story add-on that is expected to be released in autumn.
A missing quest text has been added when Niall sends the player into the northern tunnel. Previously, there was no more quest text in the main quest section until this task was completed, which can be confusing if you take long breaks while playing.
Global lighting enhancement through Normal Mapping and Specular lighting effects. This is naturally most noticeable in dimly lit areas such as the caves and gives a much more varied exposure of textures and beautiful lighting effects.
The Normal Mapping lighting system can be switched off in the settings in the main menu. If you have a weaker graphics card, you should do this (Netbookmode also automatically switches off Normal Mapping).
On a (mid-range) Geforce 1060, the game continues to run in 4K resolution with stable 60fps.
In HD resolution, a Geforce 660M is sufficient. Intel HD graphics cards of the latest generation also manage 60fps in HD resolution.
The world for "start new game" has been greatly improved:
- Redesign of all floors in the caves. Wide areas with one and the same texture are now a thing of the past and have been improved with varied floor textures.
- Some textures have been replaced.
- An incorrect ground texture that was reserved for houses has been removed in Wood's cave.
- Entries for roofs in the world that prevented you from building a stable in that location have been removed.
- Ground textures for above ground paths have been given small embellishments that are randomly placed.
- The transitions between ground fields have been completely redesigned to more clearly reflect the boundaries of each field while still having a smooth transition.
- The shoreline of water bodies, where land and water fields meet, have been made more varied and now look more harmonious and rounded.
- The textures of paths and roads of Woodhome have been partially replaced or greatly improved.
- Rain hitting stone surfaces (paths) and water has now been given an effect
Fixed a bug where some monsters could sometimes only use their ranged attack and no longer run towards the player.
- The settings for Sound, Music, Interface Size and Netbook Mode are now saved every time you exit the settings menu and are also loaded directly when you start the game.
Please note that these settings are NOT loaded from the saved save game anymore. This means that all those who are already playing will have to set the settings once again.
The advantage is, of course, that the volume is set right at the beginning of the game and that you can set the settings differently depending on your computer.
By the way, the difficulty of the fights and the display of the tutorial tips will still be saved and loaded from the savegame as before !
- When exiting the game, there is now a prompt asking if you really want to do this. This was requested by some players who had unintentionally left the game ;-) !
During the last update, an error crept in when displaying the textures of the paths in the intro. This has now been fixed.
This update is about the textures of trees and paths and includes many other small improvements. The textures of the trees were stretched in the past and therefore the trees did not look so good in the game. Now the textures are integrated into the game in double resolution.
The road textures have also been renewed and integrated into the game in a different way, which makes them look more harmonious.
The trees now grow gradually to full size and each have three different textures in their growth phase, which provides more variety.
With this update the polishing of the game is finished as far as I can see. It feels all in all good.
Next on the agenda are two more big content updates that continue the main story and answer unanswered questions, while of course also expanding the nature and farm area (new plants and trees, new animals and new nature events). Of course, this will take time and cannot be done in a weekly cycle as before. I will take it easy with these addons, because the last time was quite exhausting.
All textures of trees have been renewed (the trees themselves are of course unchanged) and integrated into the game in double resolution. Some fruits and the colour of the leaves were optimised. For this, parts of the textures had to be moved and rearranged. All changes should work in every game state.
All textures of the paths and roads were completely redesigned and the way they are painted was reprogrammed. Frayed path edges are now a thing of the past and all paths have also received small embellishments that are randomly drawn.
The spell attack buff can now be bought individually from Niall (some recipes require the spell).
Some English translations of "ancient grain" corrected.
A rune that was in Joseph's house could be picked up incorrectly. This has been fixed.
After the end of the main story, a final save is now created (in an invisible saveslot) that can be loaded from the game's (future) add-on.
Trees are now properly revived at the same growth level by the overcharged healing spell.
Existing temporary bonuses increased by potions and food are now only replaced if the new bonus is greater. This affects attack, magic points, magnet range and maximum energy. If the bonus is the same, the remaining time is increased.
Display of bonuses for speed now in %.
A small bug that crept in during a previous update and caused certain objects not to be entered into the map from a distance has been fixed.
Some potions and some dishes did not temporarily increase speed as intended. This should be fixed now.